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     MILLE(6)                                                 MILLE(6)

     NAME
          mille - card game

     SYNOPSIS
          /usr/games/mille [ file ]

     DESCRIPTION
          Mille plays a two-handed game reminiscent of the Parker
          Brother's game of Mille Bournes with you.  The rules are
          described below.  If a file name is given on the command
          line, the game saved in that file is started.

          When a game is started up, the bottom of the score window
          will contain a list of commands.  They are:

          P    Pick a card from the deck.  This card is placed in the
               `P' slot in your hand.

          D    Discard a card from your hand.  To indicate which card,
               type the number of the card in the hand (or `P' for the
               just-picked card) followed by a <RETURN> or <SPACE>.
               The <RETURN or <SPACE> is required to allow recovery
               from typos which can be very expensive, like discarding
               safeties.

          U    Use a card.  The card is again indicated by its number,
               followed by a <RETURN> or <SPACE>.

          O    Toggle ordering the hand.  By default off, if turned on
               it will sort the cards in your hand appropriately.
               This is not recommended for the impatient on slow ter-
               minals.

          Q    Quit the game.  This will ask for confirmation, just to
               be sure.  Hitting <DELETE> (or <RUBOUT>) is equivalent.

          S    Save the game in a file.  If the game was started from
               a file, you will be given an opportunity to save it on
               the same file.  If you don't wish to, or you did not
               start from a file, you will be asked for the file name.
               If you type a <RETURN> without a name, the save will be
               terminated and the game resumed.

          R    Redraw the screen from scratch.  The command ^L (con-
               trol `L') will also work.

          W    Toggle window type.  This switches the score window
               between the startup window (with all the command names)
               and the end-of-game window.  Using the end-of-game win-
               dow saves time by eliminating the switch at the end of

     MILLE(6)                                                 MILLE(6)

               the game to show the final score.  Recommended for
               hackers and other miscreants.

          If you make a mistake, an error message will be printed on
          the last line of the score window, and a bell will beep.

          At the end of each hand or game, you will be asked if you
          wish to play another.  If not, it will ask you if you want
          to save the game.  If you do, and the save is unsuccessful,
          play will be resumed as if you had said you wanted to play
          another hand/game.  This allows you to use the `S' command
          to reattempt the save.

     AUTHOR
          Ken Arnold
          (The game itself is a product of Parker Brothers, Inc.)

     SEE ALSO
          curses(3), Screen Updating and Cursor Movement Optimization:
          A Library Package, Ken Arnold

     CARDS
          Here is some useful information.  The number in parentheses
          after the card name is the number of that card in the deck:

          Hazard            Repair             Safety

          Out of Gas (2)    Gasoline (6)       Extra Tank (1)
          Flat Tire (2)     Spare Tire (6)     Puncture Proof (1)
          Accident (2)      Repairs (6)        Driving Ace (1)
          Stop (4)          Go (14)            Right of Way (1)
          Speed Limit (3)   End of Limit (6)

             25 - (10), 50 - (10), 75 - (10), 100 - (12), 200 - (4)

     RULES
          Object: The point of game is to get a total of 5000 points
          in several hands.  Each hand is a race to put down exactly
          700 miles before your opponent does.  Beyond the points
          gained by putting down milestones, there are several other
          ways of making points.

          Overview: The game is played with a deck of 101 cards.
          Distance cards represent a number of miles traveled.  They
          come in denominations of 25, 50, 75, 100, and 200.  When one
          is played, it adds that many miles to the player's trip so
          far this hand.  Hazard cards are used to prevent your oppo-
          nent from putting down Distance cards.  They can only be
          played if your opponent has a Go card on top of the Battle
          pile.  The cards are Out of Gas, Accident, Flat Tire, Speed
          Limit, and Stop. Remedy cards fix problems caused by Hazard

     MILLE(6)                                                 MILLE(6)

          cards played on you by your opponent.  The cards are
          Gasoline, Repairs, Spare Tire, End of Limit, and Go. Safety
          cards prevent your opponent from putting specific Hazard
          cards on you in the first place.  They are Extra Tank,
          Driving Ace, Puncture Proof, and Right of Way, and there are
          only one of each in the deck.

          Board Layout: The board is split into several areas.  From
          top to bottom, they are: SAFETY AREA (unlabeled): This is
          where the safeties will be placed as they are played.  HAND:
          These are the cards in your hand.  BATTLE: This is the Bat-
          tle pile.  All the Hazard and Remedy Cards are played here,
          except the Speed Limit and End of Limit cards.  Only the top
          card is displayed, as it is the only effective one.  SPEED:
          The Speed pile.  The Speed Limit and End of Limit cards are
          played here to control the speed at which the player is
          allowed to put down miles.  MILEAGE: Miles are placed here.
          The total of the numbers shown here is the distance traveled
          so far.

          Play: The first pick alternates between the two players.
          Each turn usually starts with a pick from the deck.  The
          player then plays a card, or if this is not possible or
          desirable, discards one.  Normally, a play or discard of a
          single card constitutes a turn.  If the card played is a
          safety, however, the same player takes another turn immedi-
          ately.

          This repeats until one of the players reaches 700 points or
          the deck runs out.  If someone reaces 700, they have the
          option of going for an Extension, which means that the play
          continues until someone reaches 1000 miles.

          Hazard and Remedy Cards: Hazard Cards are played on your
          opponent's Battle and Speed piles.  Remedy Cards are used
          for undoing the effects of your opponent's nastyness.

              Go (Green Light) must be the top card on your Battle
          pile for you to play any mileage, unless you have played the
          Right of Way card (see below).
              Stop is played on your opponent's Go card to prevent
          them from playing mileage until they play a Go card.
              Speed Limit is played on your opponent's Speed pile.
          Until they play an End of Limit they can only play 25 or 50
          mile cards, presuming their Go card allows them to do even
          that.
              End of Limit is played on your Speed pile to nullify a
          Speed Limit played by your opponent.
              Out of Gas is played on your opponent's Go card.  They
          must then play a Gasoline card, and then a Go card before
          they can play any more mileage.
              Flat Tire is played on your opponent's Go card.  They

     MILLE(6)                                                 MILLE(6)

          must then play a Spare Tire card, and then a Go card before
          they can play any more mileage.
              Accident is played on your opponent's Go card.  They
          must then play a Repairs card, and then a Go card before
          they can play any more mileage.

          Safety Cards: Safety cards prevent your opponent from play-
          ing the corresponding Hazard cards on you for the rest of
          the hand.  It cancels an attack in progress, and always
          entitles the player to an extra turn.
              Right of Way prevents your opponent from playing both
          Stop and Speed Limit cards on you.  It also acts as a perma-
          nent Go card for the rest of the hand, so you can play
          mileage as long as there is not a Hazard card on top of your
          Battle pile.  In this case only, your opponent can play Haz-
          ard cards directly on a Remedy card besides a Go card.
              Extra Tank When played, your opponent cannot play an Out
          of Gas on your Battle Pile.
              Puncture Proof When played, your opponent cannot play a
          Flat Tire on your Battle Pile.
              Driving Ace When played, your opponent cannot play an
          Accident on your Battle Pile.

          Distance Cards: Distance cards are played when you have a Go
          card on your Battle pile, or a Right of Way in your Safety
          area and are not stopped by a Hazard Card.  They can be
          played in any combination that totals exactly 700 miles,
          except that you cannot play more than two 200 mile cards in
          one hand.  .}f A hand ends whenever one player gets exactly
          700 miles or the deck runs out.  In that case, play contin-
          ues until neither someone reaches 700, or neither player can
          use any cards in their hand.  If the trip is completed after
          the deck runs out, this is called Delayed Action.

          Coup Fourr'e: This is a French fencing term for a counter-
          thrust move as part of a parry to an opponents attack.  In
          Mille Bournes, it is used as follows: If an opponent plays a
          Hazard card, and you have the corresponding Safety in your
          hand, you play it immediately, even before you draw.  This
          immediately removes the Hazard card from your Battle pile,
          and protects you from that card for the rest of the game.
          This gives you more points (see `Scoring' below).

          Scoring: Scores are totaled at the end of each hand, whether
          or not anyone completed the trip.  The terms used in the
          Score window have the following meanings:
              Milestones Played: Each player scores as many miles as
          they played before the trip ended.
              Each Safety: 100 points for each safety in the Safety
          area.
              All 4 Safeties: 300 points if all four safeties are
          played.

     MILLE(6)                                                 MILLE(6)

              Each Coup Four'e: 300 points for each Coup Four'e accom-
          plished.

          The following bonus scores can apply only to the winning
          player.
              Trip Completed: 400 points bonus for completing the trip
          to 700 or 1000.
              Safe Trip: 300 points bonus for completing the trip
          without using any 200 mile cards.
              Delayed Action: 300 points bonus for finishing after the
          deck was exhausted.
              Extension: 200 points bonus for completing a 1000 mile
          trip.
              Shut-Out: 500 points bonus for completing the trip
          before your opponent played any mileage cards.

          Running totals are also kept for the current score for each
          player for the hand (Hand Total), the game (Overall Total),
          and number of games won (Games).